init
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#version 450
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/* Copyright (c) 2020-2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (binding = 1) uniform sampler2D samplerEnvMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inPos;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outColor0;
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layout (location = 1) out vec4 outColor1;
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layout(push_constant) uniform Push_Constants {
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vec4 offset;
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vec4 color;
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int object_type;
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} push_constants;
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void main()
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{
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vec4 color;
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switch (push_constants.object_type) {
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case 0: // Skysphere
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{
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color = texture(samplerEnvMap, vec2(inUV.s, 1.0 - inUV.t));
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}
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break;
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case 1: // Phong shading
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{
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vec3 ambient = push_constants.color.rgb * vec3(0.5);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * push_constants.color.rgb;
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vec3 specular = vec3(pow(max(dot(R, V), 0.0), 8.0));
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color = vec4(ambient + diffuse + specular, 1.0);
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}
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break;
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}
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// Base color into attachment 0
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outColor0.rgb = color.rgb;
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// Bright parts for bloom into attachment 1
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float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
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float threshold = 0.75;
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outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0);
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outColor1.a = 1.0;
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}
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